It's Grim up North

Empty Caverns

The party rests up for a day in Greendell and then decide to return to the Weirlding caves in Tormarck’s Crags to check for treasure. They ask around town for a wealthy backer who can fund their expeditions with no success. The town’s merchants are very suspicious of the aventurers! Skailo buys a pair of fabulous new trousers. The party find a herbalist who is interested in their travels (Mr Arberworth). He will pay them in return for rare mushrooms.
The party returns to the caves and discover them empty. The magical pool is magic no longer, but it is lined with treasure. Skailo strips off, wades into the pool and salvages a few hundred silver and copper coins as well as a jeweled sword.
The party then returns to Greendell where they spend much of the night arguing about how to divy up the treasure. Skailo’s skin has gone all green and itchy and he is told by the herbalist that he may have contracted the Green Dropsy. The herbalist is very interested in seeing how the disease manifests.
The party begins to plan their next expedition . . .

The Things in the Pool

The adventurers press on into the weirdling caves, searching for the merchant’s wife. They find a way down to the lower caverns and are attacked by three reanimated corpses that have been freed from a magical pool. They bravely fight and defeat the monstrosities, taking further wounds in the battle. Then the merchant’s wife is found and freed. Deciding to cut their losses the group head back the way they came and flee to the safety of the road.
The merchant rewards them for their efforts and the parties team up for the night and make camp further down the road.
By evening of the next day they adventurers have arrived in Greendell. A religious ceremony is taking place in the town and all the trees are decorated with lights and lanterns. A fair maid is carried into the Spirit Wood to become the wife of the trees. The towns people celebrate with drunkeness and riotous behavior.
Iyro and Skaila find lodgings at the Traveller’s Rest. Durnik and Sister Aileen stay at the run down and decrepit ‘Emperor’ hostel.
The party considers their options and decide to head out to investigate The Barrows in the Grey Hills and further rumours of a lost Vagrian tomb somewhere further east once they have recovered from their wounds.

The Merchant's Trousers

An adventure in which our brave group of heroes Durnick, Sister Aileen, Iyro Cumber and Skaillo Varra meet a merchant with no trousers on the road to Greendell.

The merchant has been robbed by the weirdlings (evil fae-like spirits of this land). They have killed his guards and tailor, and kidnapped his wife and robbed him of his money.

The adventurers agree to return his wife and money (for a price!) and venture forth through the misty night. They encounter a trio of the weirdlings who flee into the night. The adventurers find the entrance to their lair in a cliff above the hillside. They bravely enter and are ambushed! A terrible fight ensues in the narrow tunnel and brave Durnik and Sister Aileen fight with vigor. The weirdlings are killed, the final weirdling shaman flees. The adventurers search a cavern and discover the merchants money and wares, but where is his wife? The caverns will require further exploration . . .

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.